Deform MeshCollider with Compute Shader

In C# : You need a for loop which
-> iterates a few ten-thousands vertices, and then
-> for each vertex, you need to calculate the distance between each bead…

All these instructions are run 1 by 1 on CPU. You can imagine the time needed for this.

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But with compute shader, those several ten-thousands iterations can be done “at the same time” in GPU (it depends how you setup the data). And the result data will be transferred back to CPU, and directly apply to Mesh.vertices array.